User:Cccpxepoj/Swashbuckler
House Rule
[top]Swashbuckler
Alignment: Any.
Hit Die: d10.
Hit Die: d10.
[top]Class Skills
The Swashbuckler?s class skills (and the key ability for each skill) are Balance Dex, Bluff Cha, Climb (Str), Craft (Int), Diplomacy Cha, Escape Artist Dex, Jump (Str), Profession Wis, Sense Motive Wis, Swim (Str), Tumble Dex and Use Rope Dexterity.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Weapon Finesse |
2nd | +2 | +3 | +0 | +0 | Grace+1 |
3rd | +3 | +3 | +1 | +1 | Insightful Strike |
4th | +4 | +4 | +1 | +1 | - |
5th | +5 | +4 | +1 | +1 | Dodge bonus +1 |
6th | +6/+1 | +5 | +2 | +2 | - |
7th | +7/+2 | +5 | +2 | +2 | Acrobatic Charge |
8th | +8/+3 | +6 | +2 | +2 | Improved Flanking |
9th | +9/+4 | +6 | +3 | +3 | - |
10th | +10/+5 | +7 | +3 | +3 | Dodge Bonus +2 |
11th | +11/+6/+1 | +7 | +3 | +3 | Grace +2, Lucky |
12th | +12/+7/+2 | +8 | +4 | +4 | - |
13th | +13/+8/+3 | +8 | +4 | +4 | Acrobatic Skill Mastery |
14th | +14/+9/+4 | +9 | +4 | +4 | Weakening Critical |
15th | +15/+10/+5 | +9 | +5 | +5 | Dodge Bonus +3 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | - |
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Slippery Mind |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | - |
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Wounding Critical |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Dodge Bonus +4, Grace +3 |
[top]Class Features
All of the following are class features of the swashbuckler.
Weapon and Armor Proficiency: A Swashbuckler is proficient with all simple and martial weapons, light armor. Some of the Swashbuckler's class features, as noted below, rely on her being no more then lightly armored and unencumbered.
Weapon Finesse (Ex): A Swashbuckler gains Weapon Finesse as bonus feat at 1st level, even if she does not qualify for the feat.
Grace(Ex): A swashbuckler gains +1 competence bonus on her Reflex saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level. A swashbuckler looses this bonus when wearing medium or heavy armor or carrying medium or heavy load.
Insightful Strike (Ex): At 3rd level, a swashbuckler is able to put her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as bonus on damage rolls ( in addition to any strength bonus she might have) with any light weapon, as well with any other weapon that can be used with Weapon Finesse, such as rapier, whip and spiked chain. Targets immune to sneak attack and critical hits are also immune to the swashbucklers insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or carrying medium or heavy load.
Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action she can designate an opponent and receive a +1 dodge bonus to her Armour Class against melee attacks against that opponent. She can select a new opponent in any action. This bonus increases by +1 at every five levels after 5th ( +2 at 10th, +3 on 15th and +4 at 20th). A swashbuckler looses this ability when wearing medium or heavy armor or carrying medium or heavy load.
If the swashbuckler also has the Dodge feat, she need not to designate the same target fort this ability as for the Dodge feat.( if she designates the same target the bonuses stack )
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Acrobatic Charge (Ex): At 7th level, a swashbuckler can charge in situations where other cannot. She may charge across difficult terrain that normally slows movement or allies blocking her path.This ability enables her to run down the steep stairs, leap down from balcony, or tumble across tables to reach her target. Depending on circumstances, she still need to make appropriate checks ( Jump and Tumble checks in particular) to successfully move over terrain.
Improved Flanking (Ex): A swashbuckler of 8th level or higher, who is flanking an opponent gains +4 bonus on attack instead +2 bonus on attack.(Other characters flanking with swashbuckler don't gain increased bonus)
Lucky (Ex): Many swashbucklers live by the credo "better lucky then good". Once per day, a swashbuckler of 11th level or higher, may reroll any attack roll, skill check, ability check or saving trow. The character must take the result of the reroll even if it's worse than previous roll.
Acrobatic Skill Mastery (Ex): At 13th level a swashbuckler becomes so certain in the use of her acrobatic skills that she can use the reliably even under adverse conditions. When making the Jump or Tumble checks, a swashbuckler may take 10 even if stress and distraction would prevent her from doing so.
Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against the creature also deals 2 points of Strength damage to creature. Creatures immune to critical hits are immune to this effect.
Slippery Mind (Ex): When swashbuckler reaches 17th level, her mind becomes more difficult to control. If a swashbuckler fails the save against Enchantment spell or effect, she can attempt to save again 1 round later against the same DC (assuming she is still alive).
She gets only this one extra chance to succeed at certain saving trow.
Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against the creature also deals a 2 points of Constitution damage(this damage is in addition to Strength damage dealt by swashbuckler's weakening critical feature). Creatures immune to critical hits are immune to this effect.
Weapon and Armor Proficiency: A Swashbuckler is proficient with all simple and martial weapons, light armor. Some of the Swashbuckler's class features, as noted below, rely on her being no more then lightly armored and unencumbered.
Weapon Finesse (Ex): A Swashbuckler gains Weapon Finesse as bonus feat at 1st level, even if she does not qualify for the feat.
Grace(Ex): A swashbuckler gains +1 competence bonus on her Reflex saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level. A swashbuckler looses this bonus when wearing medium or heavy armor or carrying medium or heavy load.
Insightful Strike (Ex): At 3rd level, a swashbuckler is able to put her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as bonus on damage rolls ( in addition to any strength bonus she might have) with any light weapon, as well with any other weapon that can be used with Weapon Finesse, such as rapier, whip and spiked chain. Targets immune to sneak attack and critical hits are also immune to the swashbucklers insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or carrying medium or heavy load.
Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action she can designate an opponent and receive a +1 dodge bonus to her Armour Class against melee attacks against that opponent. She can select a new opponent in any action. This bonus increases by +1 at every five levels after 5th ( +2 at 10th, +3 on 15th and +4 at 20th). A swashbuckler looses this ability when wearing medium or heavy armor or carrying medium or heavy load.
If the swashbuckler also has the Dodge feat, she need not to designate the same target fort this ability as for the Dodge feat.( if she designates the same target the bonuses stack )
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Acrobatic Charge (Ex): At 7th level, a swashbuckler can charge in situations where other cannot. She may charge across difficult terrain that normally slows movement or allies blocking her path.This ability enables her to run down the steep stairs, leap down from balcony, or tumble across tables to reach her target. Depending on circumstances, she still need to make appropriate checks ( Jump and Tumble checks in particular) to successfully move over terrain.
Improved Flanking (Ex): A swashbuckler of 8th level or higher, who is flanking an opponent gains +4 bonus on attack instead +2 bonus on attack.(Other characters flanking with swashbuckler don't gain increased bonus)
Lucky (Ex): Many swashbucklers live by the credo "better lucky then good". Once per day, a swashbuckler of 11th level or higher, may reroll any attack roll, skill check, ability check or saving trow. The character must take the result of the reroll even if it's worse than previous roll.
Acrobatic Skill Mastery (Ex): At 13th level a swashbuckler becomes so certain in the use of her acrobatic skills that she can use the reliably even under adverse conditions. When making the Jump or Tumble checks, a swashbuckler may take 10 even if stress and distraction would prevent her from doing so.
Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against the creature also deals 2 points of Strength damage to creature. Creatures immune to critical hits are immune to this effect.
Slippery Mind (Ex): When swashbuckler reaches 17th level, her mind becomes more difficult to control. If a swashbuckler fails the save against Enchantment spell or effect, she can attempt to save again 1 round later against the same DC (assuming she is still alive).
She gets only this one extra chance to succeed at certain saving trow.
Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against the creature also deals a 2 points of Constitution damage(this damage is in addition to Strength damage dealt by swashbuckler's weakening critical feature). Creatures immune to critical hits are immune to this effect.
Created by Last edited by , 10-23-2011 at 12:19 PM 0 Comments, 5,680 Views |
, 12-11-2009 at 09:40 PM
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